/*
===========================================================================

Wolfenstein: Enemy Territory GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Wolfenstein: Enemy Territory GPL Source Code (Wolf ET Source Code).  

Wolf ET Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Wolf ET Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Wolf ET Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Wolf: ET Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Wolf ET Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/


//
// qfiles.h: quake file formats
// This file must be identical in the quake and utils directories
//

/*
========================================================================

The .pak files are just a linear collapse of a directory tree

========================================================================
*/

#define IDPAKHEADER     ( ( 'K' << 24 ) + ( 'C' << 16 ) + ( 'A' << 8 ) + 'P' )

typedef struct
{
	char name[56];
	int filepos, filelen;
} dpackfile_t;

typedef struct
{
	int ident;          // == IDPAKHEADER
	int dirofs;
	int dirlen;
} dpackheader_t;

#define MAX_FILES_IN_PACK   4096


/*
========================================================================

PCX files are used for as many images as possible

========================================================================
*/

typedef struct
{
	char manufacturer;
	char version;
	char encoding;
	char bits_per_pixel;
	unsigned short xmin,ymin,xmax,ymax;
	unsigned short hres,vres;
	unsigned char palette[48];
	char reserved;
	char color_planes;
	unsigned short bytes_per_line;
	unsigned short palette_type;
	char filler[58];
	unsigned char data;             // unbounded
} pcx_t;


/*
========================================================================

.MD2 triangle model file format

========================================================================
*/

#define IDALIASHEADER       ( ( '2' << 24 ) + ( 'P' << 16 ) + ( 'D' << 8 ) + 'I' )
#define ALIAS_VERSION   8

#define MAX_TRIANGLES   4096
#define MAX_VERTS       2048
#define MAX_FRAMES      512
#define MAX_MD2SKINS    32
#define MAX_SKINNAME    64

typedef struct
{
	short s;
	short t;
} dstvert_t;

typedef struct
{
	short index_xyz[3];
	short index_st[3];
} dtriangle_t;

typedef struct
{
	byte v[3];              // scaled byte to fit in frame mins/maxs
	byte lightnormalindex;
} dtrivertx_t;

#define DTRIVERTX_V0   0
#define DTRIVERTX_V1   1
#define DTRIVERTX_V2   2
#define DTRIVERTX_LNI  3
#define DTRIVERTX_SIZE 4

typedef struct
{
	float scale[3];         // multiply byte verts by this
	float translate[3];         // then add this
	char name[16];          // frame name from grabbing
	dtrivertx_t verts[1];   // variable sized
} daliasframe_t;


// the glcmd format:
// a positive integer starts a tristrip command, followed by that many
// vertex structures.
// a negative integer starts a trifan command, followed by -x vertexes
// a zero indicates the end of the command list.
// a vertex consists of a floating point s, a floating point t,
// and an integer vertex index.


typedef struct
{
	int ident;
	int version;

	int skinwidth;
	int skinheight;
	int framesize;              // byte size of each frame

	int num_skins;
	int num_xyz;
	int num_st;                 // greater than num_xyz for seams
	int num_tris;
	int num_glcmds;             // dwords in strip/fan command list
	int num_frames;

	int ofs_skins;              // each skin is a MAX_SKINNAME string
	int ofs_st;                 // byte offset from start for stverts
	int ofs_tris;               // offset for dtriangles
	int ofs_frames;             // offset for first frame
	int ofs_glcmds;
	int ofs_end;                // end of file

} dmdl_t;

/*
========================================================================

.SP2 sprite file format

========================================================================
*/

#define IDSPRITEHEADER  ( ( '2' << 24 ) + ( 'S' << 16 ) + ( 'D' << 8 ) + 'I' )
// little-endian "IDS2"
#define SPRITE_VERSION  2

typedef struct
{
	int width, height;
	int origin_x, origin_y;         // raster coordinates inside pic
	char name[MAX_SKINNAME];        // name of pcx file
} dsprframe_t;

typedef struct {
	int ident;
	int version;
	int numframes;
	dsprframe_t frames[1];          // variable sized
} dsprite_t;

/*
==============================================================================

  .WAL texture file format

==============================================================================
*/


#define MIPLEVELS   4
typedef struct miptex_s
{
	char name[32];
	unsigned width, height;
	unsigned offsets[MIPLEVELS];        // four mip maps stored
	char animname[32];                  // next frame in animation chain
	int flags;
	int contents;
	int value;
} miptex_t;



/*
==============================================================================

  .BSP file format

==============================================================================
*/

#define IDBSPHEADER ( ( 'P' << 24 ) + ( 'S' << 16 ) + ( 'B' << 8 ) + 'I' )
// little-endian "IBSP"

#define BSPVERSION  38


// upper design bounds
// leaffaces, leafbrushes, planes, and verts are still bounded by
// 16 bit short limits
#define MAX_MAP_MODELS      1024
#define MAX_MAP_BRUSHES     16384
#define MAX_MAP_ENTITIES    4096
#define MAX_MAP_ENTSTRING   ( 128 * MAX_MAP_ENTITIES )
#define MAX_MAP_TEXINFO     8192

#define MAX_MAP_AREAS       256
#define MAX_MAP_AREAPORTALS 1024
#define MAX_MAP_PLANES      65536
#define MAX_MAP_NODES       65536
#define MAX_MAP_BRUSHSIDES  65536
#define MAX_MAP_LEAFS       65536
#define MAX_MAP_VERTS       65536
#define MAX_MAP_FACES       65536
#define MAX_MAP_LEAFFACES   65536
#define MAX_MAP_LEAFBRUSHES 65536
#define MAX_MAP_PORTALS     65536
#define MAX_MAP_EDGES       128000
#define MAX_MAP_SURFEDGES   256000
#define MAX_MAP_LIGHTING    0x320000
#define MAX_MAP_VISIBILITY  0x280000

// key / value pair sizes

#define MAX_KEY     32
#define MAX_VALUE   1024

//=============================================================================

typedef struct
{
	int fileofs, filelen;
} lump_t;

#define LUMP_ENTITIES       0
#define LUMP_PLANES         1
#define LUMP_VERTEXES       2
#define LUMP_VISIBILITY     3
#define LUMP_NODES          4
#define LUMP_TEXINFO        5
#define LUMP_FACES          6
#define LUMP_LIGHTING       7
#define LUMP_LEAFS          8
#define LUMP_LEAFFACES      9
#define LUMP_LEAFBRUSHES    10
#define LUMP_EDGES          11
#define LUMP_SURFEDGES      12
#define LUMP_MODELS         13
#define LUMP_BRUSHES        14
#define LUMP_BRUSHSIDES     15
#define LUMP_POP            16
#define LUMP_AREAS          17
#define LUMP_AREAPORTALS    18
#define HEADER_LUMPS        19

typedef struct
{
	int ident;
	int version;
	lump_t lumps[HEADER_LUMPS];
} dheader_t;

typedef struct
{
	float mins[3], maxs[3];
	float origin[3];            // for sounds or lights
	int headnode;
	int firstface, numfaces;            // submodels just draw faces
										// without walking the bsp tree
} dmodel_t;


typedef struct
{
	float point[3];
} dvertex_t;


// 0-2 are axial planes
#define PLANE_X         0
#define PLANE_Y         1
#define PLANE_Z         2

// 3-5 are non-axial planes snapped to the nearest
#define PLANE_ANYX      3
#define PLANE_ANYY      4
#define PLANE_ANYZ      5

// planes (x&~1) and (x&~1)+1 are allways opposites

typedef struct
{
	float normal[3];
	float dist;
	int type;           // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate
} dplane_t;


// contents flags are seperate bits
// a given brush can contribute multiple content bits
// multiple brushes can be in a single leaf

// these definitions also need to be in q_shared.h!

// lower bits are stronger, and will eat weaker brushes completely
#define CONTENTS_SOLID          1       // an eye is never valid in a solid
#define CONTENTS_WINDOW         2       // translucent, but not watery
#define CONTENTS_AUX            4
#define CONTENTS_LAVA           8
#define CONTENTS_SLIME          16
#define CONTENTS_WATER          32
#define CONTENTS_MIST           64
#define LAST_VISIBLE_CONTENTS   64

// remaining contents are non-visible, and don't eat brushes

#define CONTENTS_AREAPORTAL     0x8000

#define CONTENTS_PLAYERCLIP     0x10000
#define CONTENTS_MONSTERCLIP    0x20000

// currents can be added to any other contents, and may be mixed
#define CONTENTS_CURRENT_0      0x40000
#define CONTENTS_CURRENT_90     0x80000
#define CONTENTS_CURRENT_180    0x100000
#define CONTENTS_CURRENT_270    0x200000
#define CONTENTS_CURRENT_UP     0x400000
#define CONTENTS_CURRENT_DOWN   0x800000

#define CONTENTS_ORIGIN         0x1000000   // removed before bsping an entity

#define CONTENTS_MONSTER        0x2000000   // should never be on a brush, only in game
#define CONTENTS_DEADMONSTER    0x4000000
#define CONTENTS_DETAIL         0x8000000   // brushes to be added after vis leafs
//renamed because it's in conflict with the Q3A translucent contents
#define CONTENTS_Q2TRANSLUCENT  0x10000000  // auto set if any surface has trans
#define CONTENTS_LADDER         0x20000000



#define SURF_LIGHT      0x1     // value will hold the light strength

#if 0

#define SURF_SLICK      0x2     // effects game physics

#define SURF_SKY        0x4     // don't draw, but add to skybox
#define SURF_WARP       0x8     // turbulent water warp
#define SURF_TRANS33    0x10
#define SURF_TRANS66    0x20
#define SURF_FLOWING    0x40    // scroll towards angle
#define SURF_NODRAW     0x80    // don't bother referencing the texture

#define SURF_HINT       0x100   // make a primary bsp splitter
#define SURF_SKIP       0x200   // completely ignore, allowing non-closed brushes

#endif


typedef struct
{
	int planenum;
	int children[2];            // negative numbers are -(leafs+1), not nodes
	short mins[3];              // for frustom culling
	short maxs[3];
	unsigned short firstface;
	unsigned short numfaces;    // counting both sides
} dnode_t;


typedef struct texinfo_s
{
	float vecs[2][4];           // [s/t][xyz offset]
	int flags;                  // miptex flags + overrides
	int value;                  // light emission, etc
	char texture[32];           // texture name (textures/*.wal)
	int nexttexinfo;            // for animations, -1 = end of chain
} texinfo_t;


// note that edge 0 is never used, because negative edge nums are used for
// counterclockwise use of the edge in a face
typedef struct
{
	unsigned short v[2];        // vertex numbers
} dedge_t;

#define MAXLIGHTMAPS    4
typedef struct
{
	unsigned short planenum;
	short side;

	int firstedge;              // we must support > 64k edges
	short numedges;
	short texinfo;

// lighting info
	byte styles[MAXLIGHTMAPS];
	int lightofs;               // start of [numstyles*surfsize] samples
} dface_t;

typedef struct
{
	int contents;                       // OR of all brushes (not needed?)

	short cluster;
	short area;

	short mins[3];                      // for frustum culling
	short maxs[3];

	unsigned short firstleafface;
	unsigned short numleaffaces;

	unsigned short firstleafbrush;
	unsigned short numleafbrushes;
} dleaf_t;

typedef struct
{
	unsigned short planenum;        // facing out of the leaf
	short texinfo;
} dbrushside_t;

typedef struct
{
	int firstside;
	int numsides;
	int contents;
} dbrush_t;

#define ANGLE_UP    -1
#define ANGLE_DOWN  -2


// the visibility lump consists of a header with a count, then
// byte offsets for the PVS and PHS of each cluster, then the raw
// compressed bit vectors
#define DVIS_PVS    0
#define DVIS_PHS    1
typedef struct
{
	int numclusters;
	int bitofs[8][2];           // bitofs[numclusters][2]
} dvis_t;

// each area has a list of portals that lead into other areas
// when portals are closed, other areas may not be visible or
// hearable even if the vis info says that it should be
typedef struct
{
	int portalnum;
	int otherarea;
} dareaportal_t;

typedef struct
{
	int numareaportals;
	int firstareaportal;
} darea_t;
